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03-28-24 07:53 PM
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Main - Archived forums - SMG documentations and tutorials - Collision Values (SMG2 Floor Codes) Hide post layouts | New reply


MK7tester
Posted on 12-19-13 02:57 AM Link | #36295
Since blank for whatever reason removed the SMG2 Floor Codes from his post, i'll make a thread dedicated to this so we can discuss findings and always keep track of where to find the codes for collision.

Here you go:

00(00) Normal (Normal Ground)
01(01) Death (Instant Death)
02(02) Slip (Slippery - On Slopes)
03(03) NoSlip (Can't slip)
04(04) DamageNormal (Get knocked over)
05(05) ? (Ice - Non-Reflective)
06(06) JumpLow (Bouncy)
07(07) JumpMiddle (More Bouncy)
08(08) JumpHigh (Very Bouncy)
09(09) Slider (Sand Slide)
0A(10) DamageFire (Lava)
0B(11) JumpNormal (Bouncy - Normal Jump Height?)
0C(12) FireDance (?)
0D(13) Sand (Sand - Footprints)
0E(14) Glass (Reflective)
0F(15) DamageElectric (Electric)
10(16) PullBack (Bubble Transport? Observatory Pull Back Area Param?)
11(17) Sink (Sinking Sand)
12(18) SinkPoison (Dark Matter/Poison from Cloudy Court)
13(19) Slide (Slippery Slope Stuffz)
14(20) WaterBottomH (Waist-Deep-Water)
15(21) WaterBottomM (Knee-Deep-Water)
16(22) WaterBottomL (Ankle-Deep-Water)
17(23) ? (Heel-Deep-Water)
18(24) Needle (Spikes)
19(25) SinkDeath (Quick Sinking Sand)
1A(26) Snow (Snow)
1B(27) RailMove (Path-Moving Params?)
1C(28) AreaMove (Squizzard Sand Pit?)
1D(29) Press (Moving Blocks?)
1E(30) NoStampSand (Sand - No Footprints)
1F(31) SinkDeathMud (Sinking Swamp?)
20(32) Brake (Mud?)
21(33) GlassIce (Ice - Reflective)
22(34) JumpParasol(Bouncy Again?)
23(35) NoDig (?)
24(36) ? (Metal?)
25(37) Lawn (Grass)
26(38) Cloud (Cloud)
27(39) PressAndNoSlip (Platform Moving Around Cylindrical Planet?)
28(40) ForceDash (Rock Mario Dash Collision?)
29(41) DarkMatter (Player Disintegrates)
2A(42) Dust (Footprints and Dust Trail)
2B(43) SnowAndNoSlip (Snow - Can't slip)

All of this data came from: https://dl.dropboxusercontent.com/u/56043942/Docs/CollisionFloorCode.txt Courtesy of NWPlayer123

Questions? Comments? Concerns? Post below.

shibboleet
Posted on 12-19-13 02:59 AM Link | #36296
This really isn't necessarily needed, because v0.7 puts in the names of the floor codes, sound codes, and wall codes, for you.

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a

MK7tester
Posted on 12-19-13 03:00 AM Link | #36297
Well I still use the Full Model Importer thank you very much. So this is very necessary.

NWPlayer123
Posted on 12-19-13 03:00 AM (rev. 2 of 12-19-13 03:00 AM) Link | #36298
The reason some stuff is question marks is because I didn't find a string for every collision value in the dol when I looked it up. Just for reference.
Posted by Luigi
This really isn't necessarily needed, because v0.7 puts in the names of the floor codes, sound codes, and wall codes, for you.

Yeah, but scrolling through the tiny list to find the one you want is derpy at times.

____________________
"I hate playing musical chats" ~ Quote of the month

shibboleet
Posted on 12-19-13 03:00 AM (rev. 2 of 12-19-13 03:19 AM) Link | #36299
ah. Well the full model importer will be modified to use v0.7 then.
EDIT:
Done.

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a

MK7tester
Posted on 12-19-13 03:20 AM Link | #36303
Thanks but no thanks, i'll use MN1's version until I hear someone say it's legit.

PaperplateismGuy
Posted on 12-19-13 04:36 AM Link | #36307
That remindes me, NEVER, EVER have a bubble transport after a scenario launchstar. It does really glitchy things
Ill find a video soon, but from what I remember there is one that demonstrates it. I might upload one possibly tomorrow to show you guy what happens.


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Remember, every user has to start out somewhere,- Every time I look back at my old posts, I cringe.



blank
Posted on 12-19-13 06:25 AM Link | #36314
The list is wrong. It should go

JumpParasol
unknown/unused
NoDig

Posted by NWPlayer123
Posted by Luigi
This really isn't necessarily needed, because v0.7 puts in the names of the floor codes, sound codes, and wall codes, for you.

Yeah, but scrolling through the tiny list to find the one you want is derpy at times.


If you know which one you want you can just select the list and type the first couple of letters of its name. Say you want Sand, just select the list, press 's' and 'a' and then hit enter.

As I see it there is absolutely no reason not to use v0.7.

Jesse
Posted on 12-20-13 10:46 AM Link | #36364
I have a question about the collision 0E(14) Glass (Reflective),

will it be so if you select that collision that it will be real Reflective in game? cause I for so far I know is the collision invincible and that reflective things are part of the BDL/model.

NWPlayer123
Posted on 12-20-13 10:57 AM (rev. 3 of 12-20-13 10:58 AM) Link | #36367
It'll make the grass sound effect/normal effect and it'll have a reflection of mario that's bluescaled IIRC. Anything with a reflection looks really weird TBH. The glass on that platform in the comet observatory with rosalina also has a reflective surface, so if you looked at a youtube video for it, then you could see the effect it has.

____________________
"I hate playing musical chats" ~ Quote of the month

Jesse
Posted on 12-20-13 10:59 AM Link | #36368
but what if you remove the model. is there then reflection floating in the air?

NWPlayer123
Posted on 12-20-13 02:49 PM Link | #36372
It has nothing to do with the model AFAIK. It's procoded.


____________________
"I hate playing musical chats" ~ Quote of the month


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